How do I make coins ?

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  • Hi, I've made a game that is endlessly scrolling and is made of pre made maze scenes that are loaded in from another layer. However I want to add coins in the maze that are are equally separated. How would I add this without having to add each coin individually?

    I used tiled for making the mazes using the auto tiler feature, would I be able to do this using tiled if I can't do it on construct?

    thanks (sorry for lack of knowlage, being noob, grammar etc)

    P.S I tried uploading a gifs to help show what i'm actually making however school network doesn't let me upload to githy

  • There are a few ways you could do this, but they can be a bit convoluted if you're new to this stuff, still totally doable, just non-trivial. My first question would be, how are you using these maze sections within C3, are they sprites? Do you have collision information for these sections? Or tile data for them? Or are they just flat images you've imported?

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  • So sorry for the late reply.

    I'm currently at school so can't upload gif.

    Each maze is made form a tileset using tilemaps in construct. Then I add it to a family so the map parts could be loaded in endlessly. I did it like this so I could include enemies and other things such as coin in this family.

    However, I want to add coins that are evenly distributed in the maze, like how they are in pacman. Each time a maze family is loaded I want the coins to also be loaded in. I could put all these coins down manually, this would take ages since I want 30 different Map families so there is variation.

    Would I be able to use math to do this? I don't have much understand of advanced math's or construct 3 so this might be an issue lol but I am willing to learn!

    EDIT:

    I am basically just making pacman 256

    I didn't release at first it was just coincidence but basically exactly that game.

    This is for school coursework.

  • If you're using tilemaps for the maze sections, then you've got empty spaces for the player to move through, which means an empty tile. Depending on what you're going for, you can programmatically set the empty tiles to a "coin" tile (contained in the tilemap with everything else) and then keep checking which tile the player is over, and if its still a coin, then swap the tile to an "empty" tile, and increase player score etc.

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